Asiascape Vistas is a forum for discussion about the many and various dimensions of cyberculture found in or originating from East Asia. Its focus is on the interplay between these media and questions of politics & philosophy. Contributions are from the academic collective responsible for the core project, but other contributions will also be considered by that collective.
There's little doubt that PC gaming is undergoing a renaissance at the moment. With the current generation consoles chugging interminably slowly toward retirement, frustrated gamers are switching to computers with quad-core processors and top-end graphics cards that produce visuals of breathtaking fluidity and detail.
But it's not all about graphics performance. While there are certainly detractors, Valve's digital download service Steam has revolutionalised the games buying experience, offering easy access to hundreds of titles, many at vastly reduced prices.
Meanwhile, increasingly popular online multiplayer titles like DotA, Guild Wars 2 and Tera are only playable on PC. Plus there's the explosive rise of the indie scene, with many small studios ignoring the console platforms altogether in favour of PC development. If you didn't have a PC last year, you had no chance of playing brilliant offbeat titles like FTL, Slender and Hotline Miami. You were out of the loop.
And while we're expecting huge announcements from Microsoft and Sony this year, we won't see a new console until October, with the PS4 more likely in Spring 2014. Even when these new machines arrive, current speculation suggests they're going to be built from the same sort of off-the-shelf components you could jam into a gaming PC – except with a gaming PC you can switch the key elements out a year later for something more up-to-date.
So if you're a new PC owner, or just want to upgrade your current machine, we've compiled a guide to building a decent gaming machine for 2013. I've asked several PC developers for their input, and we've tried to look at both high-end and budget options. Here goes...
At the end of November last year, my colleagues and I attended the the 3rd Mechademia Conference in Seoul, South Korea. Focusing on Japanese popular culture, especially anime and manga, but also the long-standing relationship that Japan's animation industry has with Korea, the conference brought to my attention many specific areas with which I was unfamiliar. It also happened to be my very first time visiting Korea, so it was a new experience in that regard as well.
The conference had a number of rare opportunities. One was a showing of the first Korean animated film, The Story of Hong Gil-dong, recently restored, and another was talks with people working within the industries. Probably the biggest name was Ohtsuka Eiji, but it also featured interviews with animators Ahn Jae-ho and Watanabe Hideo. Watanabe was especially intriguing because of his long history in the animation industry, particularly with shows meant to sell toys, and I was able to ask him how this affected the ways in which they produced animation. Watanabe went on to explain about his time working on the anime Toushi Gordian, and how an unfortunate situation where the series director had fallen ill left him as de-facto director, and the resulting product amidst the chaos was predictably subpar. However, Watanabe mentioned, the toys sold well enough that they could keep going, and in the end the show finished at over 70 episodes.
For those who don't know about Gordian, think of it as an anime from the "giant robot" genre, where the hero gets into increasingly larger robots stacked on top, much like a matryoshka doll.
Watanabe and Ahn both talked about the Korean involvement in Japanese animation, and probably anyone who's bothered to look at the ending credits of an anime is aware of the fact that Japan has been outsourcing its animation work to Korea for many years. At the conference, one of the topics that a number of presentations either spoke about, whether as its main focus or as a brief point, is the reputation of Korean animation in the world.
The "dilemma" that faces Korean animation is that, despite its notoriety within the overall industry, with work not just in anime but also popular cartoons such as The Simpsons, "Korean animation" as a concept lacks the clout of other cultures' animated works. One presenter argued that animation made in Korea is too culturally odorless, while another attributed the problem to an unfair characterization of the Korean animation industry as one which lacks the talent to generate interesting ideas, a headless body of sorts. Overall, addressing this topic seems borne from the idea that Korea's animators deserve recognition, and I can respect that motivation.
My colleagues and I from Leiden also had presentations of our own. Mari Nakamura presented on the anime Appleseed and its ideas about the post-human, Martin Roth presented on the video game Shadow of Memories and how it played with notions of "time," and I presented on the manga Zettai Karen Children and how it expressed a political science fiction world through a focus on character. The Q&A made for a lively discussion, and I took a lot away from it.
On the comics side of things, one of the panels I attended focused on a topic close to mine, which is the ways in which manga are used in a political sense. In particular, I enjoyed seeing Takeuchi Miho and Olga Antononoka from Kyoto Seika University present on how the conventions of manga could be used to subtly convey strong political ideas, either by having the artwork itself belie a seemingly more banal aesthetic, or using existing tropes as metaphors for heavier arguments.
Attending the conference, I became aware of a recurring mistake made in academic discussions about the concept of kyaramoe, or the visual features of a character which generate strong emotion in those who look at it, to put it somewhat succinctly. I want to actually elaborate on this in a future post, so I'll save my thoughts for now.
The last thing conference-related I'd like to mention is Yun Seongcheol's paper on an old Korean comic titled Rayphie (rhymes with "sci-fi"), which I found quite interesting. Unlike modern "manhwa" which can be roughly described as manga-esque, the older Rayphie (unfortunately I can't remember the exact dates, but it was somewhere between 1950 and 1970, I believe) is more of a hybridization between American superhero comics aesthetic and elements of Korean traditional art. According to Yun, the series enjoyed its own fair share of success, but a period of censorship killed it prematurely. While I don't think that current manhwa is simply trying to mimic the popularity of manga, I do wonder what the Korean comics landscape would have been like if comics like Rayphie had been allowed to persist.
As for the rest of my brief stay in Korea, my experience can probably be summed up as "food and comics." Whenever I travel I look forward to eating a variety of things, and this was certainly no exception, especially given the strong reputation Korean food has, and of that experience my favorite part must have been going to a night market and trying a variety of things. While I generally enjoy tteokbokki, chewy rice cakes in a spicy sauce, I was especially impressed by the liver I had there. Tasting more like actual meat than internal organ, it was probably the best liver I've ever had. I also took the opportunity to compare bulgogi burgers from McDonald's, Burger King, and Lotteria. My verdict is that Lotteria has the best-tasting meat, while McDonald's has the best sauce.
As for comics, I was sadly unable to visit the Manhwa museum in Seoul, but was able to make my way to a nice comic store in Hongdae called Booksaetong. There, I found it interesting that, unlike the US or countries in Europe, that the manhwa and the manga were all mixed together instead of given their own separate spaces.
So overall, visiting Korea and attending the Mechademia Conference was a learning experience, in more ways than one.
The production of popular anime 'Ghost in the Shell' series’ new project 'Ghost in the Shell Arise'has been announced.
This 'Ghost in the shell' series is a cyberpunk based on Shirow Masamune’s popular manga which was released in Young Magazine Kaizokuban in 1989. Setting in the near future in Japan where technology has been advanced drastically, it tells a story about the members of 'Public Security Section 9', which was organized to oppose an epidemic of computer crime and cyber terrorism.
In 1995, its anime film adaptation 'Ghost in the Shell' directed by Oshii Mamoru was released, and Oshii also directed the sequel titled 'Innocence' in 2004.
Apart from Oshii Mamoru’s anime film adaptation, there has also been TV anime series 'Ghost in the Shell Stand Alone Complex' (in 2002), 'Ghost in the Shell S.A.C. 2nd GIG' (in 2004), and 'Ghost in the Shell S.A.C. Solid State Society' (in 2006) directed by Kamiyama Kenji.
'Arise' will be animated by Production I.G, and Kise Kazuchika has been chosen as the general director. It was also announced that Ubukata Tow who is known for his novel 'Tenchi Meisatsu', will be in charge of the script and composition, and Cornelius will be in charge of its music. Moreover, the author of the original manga, Shirow Masamune will also participate in the new project.
No other details on 'Arise' have been revealed at this moment, but a press conference will be held at the Nicofarre in Roppongi on February 12th starting at 6:00 pm. At the press conference, more details including the format of the anime and a teaser will be revealed. There will also be a talk show by its staff members and guests. Reportedly, the press conference will be live broadcast on the official site (here).
Following on the success of Asiascape’s first manga competition, which led to the creation of the ‘Manga in/as Essay-’magazine, Asiascape.org is proud to announce its second competition in collaboration with the Political Arts Initiative.
As before, we seek contributions from manga artists, cartoonists, students, and scholars for an anthology and also for an exhibition (in real and virtual space). Contributions should take the form of a graphic essay; they should interrogate the theme of ‘First Contact,’ be this between humans and aliens, self and other, man and god, lovers, material and spirit. Contributors may interpret this task as creatively, expansively, or parsimoniously as they like: style, genre, and length may all be freely chosen.
Preference will be given to contributions that seek to explore the impact of First Contact on the politics of knowledge. But any treatment of First Contact will be considered.
Text may be used if desired (in any language, as appropriate – but please provide English translations), but text is not required. The purpose is to explore the expressive potential of manga. Entries can be accompanied by a textual narration/interpretation, but need not be. Winning contributors will be asked to provide such a transcript ahead of publication.
Euro 1000 in prizes will be awarded for the best entries.
The info-sharing of early arcade game enthusiasts mimicked the scientific method. Now, video games and collective intelligence could change the way we approach science, shared problems, and school.
On a Thursday night in September, I raced from Midtown to Bushwick for an impromptu conference organized by Arikia Millikan in what was dubbed a mansion, but I understood to be a large house. I sat on a wooden floor as ten people talked for ten minutes each, all speaking about secrets. One such person was Wired columnist Clive Thompson, who told us how gamers had solved a decade-long scientific mystery in a single month. As a suspicious non-gamer, I was amazed to find altruism within the World of Warcraft. Weeks later, we met at a café in Park Slope to discuss how the increasing complexity of video games led to groupthink, and how groupthink has been harnessed by researchers for scientific gain. —Erika Anderson for Guernica more here
Back in 2000, comics artist Scott McCloud wrote Reinventing Comics, wherein he gave ideas for where comics could go and would go as technology improved and the means for both creating and distributing comics changed. Taking the computer into account, McCloud proposed the concept of an "infinite canvas," stating that the screen could act like a piece of paper without borders, and thus the conventional dimensional restriction of the comics page need not apply. In practice, the truly infinite canvas turned out to be extremely unwieldy and impractical in most instances, and the act of putting comics on computer screens turns out to be not so much a matter of "unlimited potential" but of understanding the screen as something with its own restrictions and particulars that have to be overcome. Nevertheless, as more and more people use electronic devices to look at images and comics, the adaptation of comics to screens, especially portable ones, becomes increasingly relevant.
There are two rough categories when it comes to the adapting of comics for digital screens: converting a paper comic to a digital form, or drawing the comic from the start with the intent of having it viewed on a screen. In both cases, part of the challenge comes from the fact that, even as visual clarity continues to improve, there is a limit to physical dimensions of the device itself, as there will likely people who prefer to view things on their phone, rather than a larger tablet or something similar.
For the once-paper comic, one of the most prominent ways of handling the physical dimensions of smaller devices is through what is called "guided view," shown above. Utilized on sites such as the digital comics distributor Comixology, guided view zooms in on one panel or element (certain faces in a large crowd shot for example) at a time, and removes or cuts away anything deemed at that point in the comic "irrelevant." Essentially, the view moves your eyes for you, telling you what you should be looking at. The drawback of the guided view, in turn, is that it mostly relies on comics which do not prioritize the panel so heavily, and therefore becomes a problem for comics where whole-page composition is especially important, such as most manga.
Indeed, digital manga sites such as jmanga or j-comi do not even try to provide a guided view, despite the option being supposedly available on jmanga. Just the same, however, by keeping the page intact and whole, the act of having to drag and pull through the comic is itself a different and awkward experience. At some point, the physical dimensions of the device become too much, and such whole-page comics will most likely forever require a certain minimum size + visual clarity combination. Even putting computers aside, attempts to convert paper manga to tiny, thumb-sized books, such as the example of Tezuka's Black Jack below, have been an eye-straining novelty at best.
That leaves us with the other route, that of creating the comic for the screen, and the area which McCloud was trying to address the most. Again, however, the "infinite canvas" turns out to be almost anything but, because of a combination of the existing habits of users and different priorities for comics in how they present themselves. The full-range infinite canvas is, perhaps ironically, best suited for images that are more murals of visual information. In "Click and Drag" from the webcomic xkcd for example, the infinite canvas acts as a way of exploring that space where a reader can discover small details on characters or get a sense of how visually dense the image is, but for comics that are visually less dense or less vast, it becomes a potential hindrance.
One effective compromise between the finite screen and the infinite canvas has been to restrict the image horizontally to the sides of the screen while allowing the comic to progress vertically. This takes into account the fact that horizontal scrolling is much more unwieldy on screens compared to vertical scrolling, at least for horizontally written languages such as English or Korean, and it is actually in digital manhwa, Korean comics, where this appears to be utilized most readily. In these digital manhwa, such as the title Tower of God seen left, there are at most two panels horizontally adjacent, making the progression somewhat like seeing a scroll or a film strip continuously unravel, and panel composition takes this into account. These comics thus become easier to read on phones and tablets, and I would suspect that the fact that South Korea is one of the most wired (and wireless) nations on Earth means that this is probably not a coincidence.
At least, that is what we see at this point. If ever physical media disappears entirely and the tablet or similar devices (or perhaps even a "tablet" without a physical presence itself) becomes the primary method for reading comics, then I would have to think that the form of comics would change accordingly, just maybe not as quickly or as drastically as one might expect
A few weeks ago I attended a talk by Kinoshita Chigaya, Matsumoto Hajime, and Higuchi Takuro, about young people’s alternative politics in Japan. They spoke about their experiences and a loose group of young people around Matsumoto known as “Amateur’s revolt” (shirōto no ran) in particular, which gathers people in pursuit of an alternative lifestyle in the area around Kōenji station in West-Tokyo. Known for their spectacular events for quite some time, the group became internationally acknowledged for its involvement in organizing large-scale anti-nuclear demonstrations in Japan after 3/11. Matsumoto and Higuchi compared their experience with Japanese demonstrations to contemporary activism in other countries like the “occupy” movement in the U.S. (they had spent 10 days in a tent in Zuccotti park last autumn) or Taiwan. Here and there, they hinted at the possibility of an “amateurs’ utopia.”
Shirōto no ran was one of the key groups involved in the planning of the “Stop Nuclear Power Plants” demonstrations of 4/10, 6/11, 9/11 in Japan. According to Matsumoto, their suspected leading position (in fact, they were by far not the only actor) also made them target for the police, and after the 9/11 demonstration led to several arrests, they decided to take a step back and quit being majorly involved in organizing large-scale demonstrations. Of course, demonstrations did not cease but rather were organized all over the country more locally and on a smaller scale.
In their actions, they reshaped the image and maybe the idea of political protest in Japan variously. First, there seems to be no shared ideological agenda beyond the accumulation of personal interests and a general wish to live and act freely as equal human beings. Second, they don’t seem to be interested in convincing people about their ideas or in gaining more influence in society, for example by building a stronger organization. Listening to Matsumoto and Higuchi, one almost had the impression that their goal, at least to some extent, was to win a game against the authorities and their methods to repress demonstrations. By constantly inventing new crazy ideas nobody would expect, they turned the demonstrations into a kind of game of which they defined the rules each time anew and are still changing them in quite creative ways. In one of the demonstrations in Shinjuku, one of Tokyo’s most frequented railway stations, they bypassed the problem that the demonstration was only permitted until a certain time by borrowing campaign cars of politicians, which are permitted to park on the street in front of the station for giving speeches, thereby preventing the arrest of demonstrators who now could be considered as people listening to the “politicians” at the microphone.
Their descriptions of their own as well as other and foreign demonstrations express amazement and joy about the “carnivalesque” atmosphere and the craziness and mixture of the participants more than the political success they may have. Furthermore, they do not expect commitment from anybody. In a strange sense, this indifference, combined with their creative activism, not only suggests a rethinking of the concept of political protest, but it also poses the question of participation and subjective beliefs to each individual from a new angle.
In a sense very democratic, their approach seems to propose accepting a wide range of opinions articulated in discussions. Matsumoto talked about small-scale demonstrations organized by local residents not experienced in organizing demonstrations or political protest in general, for which members of “Shirōto no ran” acted as advisors. With great pleasure he related how everybody from housewife to retired shopowner was allowed to state their opinion on all topics at hand (with opinions for example ranging from “no more nuclear power” to “better standards in nuclear power plants”) and the process of agreeing on a central statement took for hours. Matsumoto ended the account by pointing out that after the meetings, he was not sure if the title “Shirōto no Ran” not really should go to these people, thereby expressing respect for their engagement and the way in which they handled individual differences.
As a community of young people who choose an alternative life not dominated by money or reputation, but rather by the desire to do what they want, Shirōto no Ran provides a creative alternative to the life most people in Japan and elsewhere are used to. Ignore the people in power, Shirōto no Ran aims to create a “mysterious space where anything is possible for anybody who enters.” (Matsumoto) Yet, there still is some kind of ideological basis for all this. Asked about the problem that demonstrations might annoy other people, both Matsumoto and Higuchi argued that life in society is necessarily a burden on other people, and urged the audience to start to cause other people more trouble and communicate individual ideas and desires more openly. Here, I wonder what happens if this turns into the dominant ideology and what happens if such individual expression/lifestyle causes others harm.
At this point, I think Shirōto no ran has had a valuable influence on the Japanese political landscape and the demographics of its actors, at least of variety of age and opinions is the measure. Part of their appeal and potential stems from the fact that they show others that an alternative life and public expressions of political opinions are possible. In their refusal to force their ideas on other people, they at least seem to accept a position as one way among many and do neither claim superiority over other ideological positions, nor demand recognition of their knowledge and expertise. Could they be heading towards a kind of amateur utopia close to that envisioned by Adam Roberts in his New Model Army?